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Laser Skirmish is a game of tactics & strategy
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Sniper Position is important
This article aim is to explain to players new to laser skirmish the basics of the game. Many of the comments in this article also apply to airsoft and paintball competitions especially the formation moves.
Aiming The most basic skill of laser skirmish is to learn how to aim effectively. The first thing to realise is that you have to hit the sensors to make hits, therefore you should aim at the sensors (either on the head or the gun). Even if you can see the players head or part of the gun, you should in most cases hold fire until you can actually see the sensor. Remember that shooting gives away your position and wastes ammunition so you really only want to shoot in most cases when your confident of making a hit. The exception to this is where you are trying to lay down suppressive fire. When you do start firing, especially with a long rifle with a large clip, its possible to create an area effect on the target by firing on fully automatic and creating a tight circle with your weapon. Simply move your rifle aim around the target area. The result is that even if your target moves he/she is still likely to be hit. If you are using a telescopic scope, the scope is mounted such as it is between 10-15 centimetres above the actual barrel. Each week we zero the scopes in to make sure that that scope and the lens assembly are in parallel so the sight is correct out to any distance. With telescopic scopes, one needs to keep your eye steady and around 6 centimetres (varies from scope to scope) back from the back of the scope to see through it clearly. Too close or too far away and the vision will be black or very narrow. Using telescopic scopes effectively takes practice however they do allow very accurate fire at range. With Red Dot scopes, typically found on Spitfires, Berserker Mark II’s and Commando’s you should make sure you can see the red dot in the scope and keep the red dot near the centre. You then put the red dot 5-10 centimetres above the targets sensor. With Mini-Spitzis and Berserker Mark I, they have an iron sight on the top. With the iron sight, you have to look through the two holes on the top so that you can see the enemy’s sensor. Because the iron sights are mounted on the barrel (lens assembly), you aim directly at
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The new Commando Carbine
any physical cover counts as cover. Avoiding hits Usually the best way not to be hit. so if you stop and hide before the enemy has spotted you. once they can effectively return fire you should quickly retreat so you live long enough to setup another ambush position. paintball and airsoft. You never want to be where the enemy expects or knows you to be. this is not expected to do significant damage but it should force the enemy to keep their heads down and therefore not be in a position to spot or at least effectively engage those forces doing the flanking. Anything the blocks light in laser skirmish or in the case of paintball or airsoft. In this situation you have basically two viable options. Ambush Area Fire If you are able to ambush a group of enemy players. One player pins and the other flanks. you can often spot the enemy before they spot you. sometimes you have to be brave. The pin and flank movement is often used when players are working in pairs. The best cover is often vertical oriented objects such as trees. you should try to move as soon as you’re not pinned. I then swing my rifle from right to left over the next 1.5 seconds to catch anyone that I missed the first time. you need to take into account that the sensors only take hits once every 3 seconds. but can used with large formation moves as well. your rounds will not penetrate the cover. What I do is start shooting on the left most player and work my way across over the course of about 1. this option takes some team work. in laser skirmish. . You will find that most cover in combat games is one directional and therefore if you shoot at the enemy from two directions at once they will be exposed to effective fire. airsoft and laser skirmish is how to effectively destroy an enemy force that is behind cover. Looking around including behind you is a good skill to get. Once the enemy knows where you are. Then the process starts again as I swing from left to right… Of course the enemy should be hitting cover. The bigger the tree trunk the more angles it cuts off and therefore better cover. The enemy however is often not where you expect. Pin and Flank One of the standard problems faced in combat games like paintball. they will typically not see you. The human eye is attracted to movement. No matter how much you fire at the target. Often retreating and approaching the enemy from another direction works well. Generally those players who have long guns in the group (this could be one person) apply significant suppressive fire onto the enemy position. you probably should be seeking cover. While the enemy is under suppressive fire the flankers usually choosing the flank with the most cover move around the enemy position to hit them from the sides.5 seconds so that every target takes and hit. The other option is to pin and flank the enemy. To do maximum damage you need to rotate the targets so that you hit each player every 3 seconds so that each one of them has there gun disabled and cannot return fire. especially at close range. so if you have to expect the unexpected. new players tend to look at the ground in front of them or look forward to where they expect the enemy to be. Keep looking and listening all the time and stay alert! If you do come under fire. One is to form a skirmish line (see next section) and charge the position hoping to rush the enemy.the sensors. If you simply advance forward the enemy will pick you off as you try to cross open ground. is not to be seen! If you move carefully and are constantly looking around and listening.
At ranges less than 20 metres. LONG GUNS The Morita. The scatter gun mode provides a 20 metre burst fire. The exception is the Commando Carbine because it shares characteristics of both long and short guns. The key to an extended line is that players are at least 10 metres apart from each other. soldiers should be looking for long fire lanes to cover with these weapons or areas where the enemy must approach over open ground. By spreading out significantly the enemy finds it hard to find effective cover against fire from the flanks of the skirmish line d) The formation provides the maximum amount of forward directing fire possible with no risk of making friendly hits. In defence. Especially when trying to use a telescopic scope typically found on long guns. These models share similar characteristics.Skirmish Line Often simple plans are the best. As most long guns have a telescopic scope. much like a canister round in a M203 grenade launcher. We class the weapons systems as long guns. You should not be so far apart than you loose contact with the next friendly to your left and right. short guns & mines. When in engaged in Close Quarters Battles (CQB). A skirmish line is effective due to the following factors a) Its simple. also means that a soldier is very exposed while reloading so care should be taken about having support nearby . it’s vital that the player holds the rifle steady to aim effectively. For tactical purposes there are basically 3 classes of weapons to consider broadly before delving into the details of each particular model. Long guns have approximately 50% more maximum range than the short guns. long guns are at a disadvantage because being heavy they take longer to aim. Pulse Rifle and M16 are all examples of long guns. The long reload time typical of long guns. Generally I position myself as the force commander in the centre so I can make sure everyone stays in line. your line should extend 100metres or more. The weakness at short range is partially addressed with the scatter gun mode available on all long guns. With very inexperienced players the force commander may have to walk up and down the line making sure everyone else stays in line and keeps advancing despite enemy fire. b) Players remain in contact with each other so adding inter-player communication c) Each player provides cross fire support to every other player. Therefore long guns are best used at long range so the enemy can be engaged at lower risk to the firer. therefore if you have a squad of say 10 soldiers. Squad leaders should consider carefully the assignment of their weapon assets to their squad members to maximize the total squad’s effectiveness. remember laser skirmish players are typically not trained soldiers and therefore complex plans are doomed to failure. First they are relatively heavy so these weapons. the long guns typical telescopic scopes are hard to use at very close engage. WEAPONS TACTICS Using each weapon to best take advantage of its strengths to achieve mission success is vital in laser skirmish. The challenge with the scatter gun mode is the slow rate of fire. so they should be assigned to those in your squad with enough strength to hold them steady. One of the most simple plans and yet extremely effective to is to simple form skirmish line (also known as an extended line) and then match towards the enemy while keeping all of your team in one straight line. being able to quickly get off the first aimed shot is vitally important. the long guns when properly zeroed in are effectively more accurate at range as well so making the effective combat range closer to 70% greater than a typical short gun. Longs guns are ideally suited for combat in excess of 50 metres. To make matters worse.
Typically a squad should try to have an even number of short guns and long guns. The claymore mine is triggered by a button at the end of a 20metre cable. For defenders this may involve having a small proportion of your force on mobile patrol (not recommended at night due to concerns over friendly fire). The role of the long gun in a fire team is to pin the defenders at range with sustained. M16A2/M203 . CLAYMORE MINES The Claymore mine is a defensive weapon. This can be done by positioning oneself in dense cover to reduce engagement range. accurate long range fire in order to prevent the defenders seeing the advance of the rest of the fire team. they have a distinct advantage over long guns in CQB. The tactical disadvantage of the claymore mines is that it tends to make the defenders too passive and predictable. The short guns are used to flank and advance to get close enough to overrun the defenders. Short guns have either a red dot scope (Spitfire. although hits at longer range are possible. SHORT GUNS. deployment. 2 long guns and 2 short guns is a good combination. quality of troops available and specific mission objectives will impact the choice as well. Of course terrain. Berserker Mark II) or iron sights (Berserker Mark I. Because they are quick and easy to aim. Clearly a player with a short gun should attempt to avoid long range engagements with enemy long guns. When making assaults on enemy positions fire teams of 3-4 soldiers should be formed. Both types of scopes used on the short guns are easy to use and therefore suit beginners. Soldiers get too tied to the position of the mine/s rather than responding to the changing threats posed by the enemy. Long guns are also not very effective when making a fast moving assault. They are also short in length therefore reducing their bulk. it’s hard to see the cross hair (note that the new illuminated cross hair telescopic scopes solve this problem). It is difficult to simultaneously move and shoot accurately with the long guns due to their sheer size and weight. Short guns typically have a maximum range of around 80 metres and an effective combat range of around 45-50 metres. they take a significant risk of taking damage from one of the claymore mines. It fires only once but has a huge bank of unlensed emitters that are forward facing. A fire team of 1 long gun (especially the Morita) and 2 short guns can work very well in assaulting a position. so no matter which way the attackers come from. if given a choice. Short guns are ideal for over-running enemy positions because one can shoot and move at the same time with relative ease. Mini-Spitzi). In defence long guns and short guns should be interspersed so that the short guns can protect the long guns against close assault. Conversely if you are attacking then you’ll want 60% short guns. The claymore effective range forward is around 20 metres. It also has a single emitter firing backwards. To be truly effective the defenders need quite a few Claymores so they can cover all the approaches. In laser skirmish players should always try to keep the opponents off balance. especially anything below 20 metres.to provide cover when this occurs.5kg. The Claymore is usually best used to cover obvious approaches to a base. the force commander should be looking for 60% long guns. Berserker and Mini-Spitzi models. If the fire team has 4 members. One can also reduce engagement ranges by moving rapidly towards the enemy position while under the protection of friendly long gun fire taking advantage of the ability to run with the short guns. They are all universally light being less than 2. This category of weapon suites the players that have less strength or want maximum flexibility. The red dot is especially effective in low light conditions because the soldier can still see the dot in the dark whereas with a typical telescopic scope or with an iron sight. However if you are defending a base then. The unit fires for 5 seconds continuously and therefore can make up to 2 hits on anyone in the affected zone. In this category you will find the Spitfire.
It can fire 99 rounds before requiring a reload on its default configuration. The Pulse Rifle is now the standard combat rifle on most battlefields. Watch out for the reload time of 15 seconds. two hands are recommended to steady the gun. The result is the Morita requires better aiming than a Pulse Rifle and therefore should use a telescopic scope. PULSE RIFLE.5kg. The Commando also has exceptional range. With a typical scope and battery it weighs about 3. The red dot tends to track with the firer's eye so making it easy to aim even when moving and is often a little more accurate than iron sights so making the effective range a little longer. can be used as a Sniper Rifle as well. The fire rate in fully automatic mode is 350 rounds per minute so it is able to put down an extremely powerful and sustained burst of fire. The rate of fire is 200 rounds per minute. it is best to configure this with the Canadian C7 program or even better request the pulse rifle (75rnd clip) program at time of manufacture to maintain game balance. SPITFIRE The red dot scope (usually a 30mm Red Dot scope) mounted on most Spitfires provides a laser skirmish gun that is easy to use in day or night conditions. with a well zeroed telescopic scope. The latest Morita’s out distance a pulse rifle by at least 25% by using a narrow beamed light system. For sheer firepower the Morita is the most powerful weapon in the entire laser skirmish arsenal. The . although generally the red dot scope is the most popular with new players. MINI-SPITZI This is the smallest laser skirmish model currently in production. Depending on the scope used. the mini-spitzi can be used one handed which is ideal for those times you are overrunning the enemy.5kg. Our experience is this is the most effective all round weapon available. the Commando has the same range as a Morita. Either a red dot or telescopic scope can be used with a Commando. The Morita now has an option to make it simulate a bolt action rifle. It should be considered a heavy assault rifle. COMMANDO The Commando is best classified as a carbine. The 75round magazine at 350 rounds per minute provides a powerful burst of fire that is adequate for most roles. The Spitfire comes with a 30round magazine and takes 6 seconds to reload. The default 30rnd M16A2 program with 1 canister round per clip is under powered when used with the other weapons but ideal for force-on-force training purposes. heavy! If this model is used on a commercial field with other guns from the Laser Skirmish armoury.e. It weighs roughly the same as a Morita but is shorter and therefore a little easier to handle in dense cover. It has been designed with an adjustable stock and is very well balanced. For most people. Reload time is 12secs. the weight is realistic for an M16 with an M203 attachment i. Tactically the Commando can be effectively used in almost any role including that of a Sniper with a telescopic scope to a rapid assault with a red dot scope. The rate of fire is 200 rounds per minute. the weight is normally around 4. At almost one metre long is also the largest unit normally seen in service on a laser skirmish battlefield. In its primary configuration it has a 50rnd magazine. which means it can be used effectively by most people. For longer range shots.This model is designed primarily for military and security training purposes unlike all the other models which are designed primarily for civilian use. The Morita also has the longest range of any model available. With the minispitzi the player literally aims the barrel through the iron sights mounted on top. To reflect this. MORITA LMG/SNIPER RIFLE Typically the Morita is used as the squad area weapon (SAW) although on semi-automatic mode. This model has a 30round magazine and 9 second reload.
There is no doubt the number of hit points used does impact this. In laser skirmish most times when the enemy knows your exact position it is advisable to move. see http://www. even if its only 5 meters to another piece of cover. the defenders are expected to hold out against at least 2 to 1 odds often more whereas in laser skirmish the attackers often win on 1. hit point values from 2 to 4 are typical to give the defenders a fighting chance to heavily damage the attackers approaching their position. Often the attacking team is able to easily create a local numerical superiority at some point of the front and rush through the defenders perimeter over-running the defenders HQ. BERSERKER The Berserker has the most firepower of all the short guns. However the main problems for clans performing defence are caused by tactical errors. especially beginners. the higher the hit points are.laserskirmish. As discussed in August edition of Lock and Load. The fire rate is 200rounds per minute and it has a 50 round magazine. Base Defence Typically in laser skirmish. there is an integrated 30mm red dot sight that makes this unit easy to aim and therefore is very popular with new players. the use of patrols can be an effective way to disorient the attackers.pdf The other tactical error that almost all teams do including some of the best regular clans is not maintaining an adequate reserve uncommitted to the perimeter defence directly under the control of the force commander.2 to 1 ratio typically applied. With the Mark II Berserker. most clans are actually better at offence that defence. a defending team that is not currently in control of their HQ. cannot get replacements (re-spawns) until retaken so the loss of the HQ is often fatal for the defenders. With the regulars. it has excellent stopping power and easy aiming for short and medium range work. Even many of the regulars take the Berserker as the weapon of choice because for its weight. In military operations.com/0208lockandload. Remember battles are won by fire and movement. The range is the same as all the short guns. the better for the attackers because they can afford to take a couple of points of damage as they close with the defenders.mini-spitzi is especially good in tight urban environments. Players. Clans typically work out a plan of defence usually including a perimeter and maybe a long range patrol element but once the mission commences have no effective way of adjusting their plans to counter enemy . become virtually immobilized when defending a position so even when spotted they wait until the attackers can get on their flanks and eliminate them. In more advanced base offence games.
Because reserves are not committed to the front. If on the other hand. Of course correctly moving the reserve effectively requires the force commander to be fed accurate information about the enemy movements. Now lets say the enemy hits one approach initially with a feigned attack of 5 soldiers and then once the defenders are committed. The ratios then become 5:3 against the feigned attack and 15:7 (closer to 2 to 1) against the main attack. hits the other avenue with 15 soldiers. A simple example of using a reserve element for a base defence is the following scenario of say 1 section of defenders (10 players) versus 2 sections of attackers (20 players). the use of radio equipped forward observers to accurately report enemy movement and strength information to the force commander is vitally important.movements or even to cover breaches in the perimeter caused by friendly casualties. the force commander once he/she has identified where the main attack is coming from. the defenders maintained a reserve element of say 4 soldiers. patching up a broken front line or even to respond to an enemy advance from an unexpected direction all require a reserve element. The use of reserves and effective battlefield communications are vital elements to victory and are all components of the necessity to have on strong and effective leadership. The defenders have a position where the enemy has 2 main avenues of approach. The importance of leadership was discussed in more detail in . If as is usual all the soldiers are committed immediately to the perimeter defence and they are evenly divided between the 2 avenues leaving 5 soldiers at each approach. the attackers gain a local numerical superiority of 15 to 5 (3 to 1) which is enough to overrun most positions even given the inherent advantages such as improved cover of defending. they are not likely to be pinned down under enemy fire or weakened. Also by being adjacent to the force commander. With the advent of radio communications which are often used by the clans in battle. Classically this is done most often by the force commander positioning him or herself in a good observation point. can quickly move the reserve to support the defenders positioned against the main attack. orders can be quickly issued to these troops by the commander and he/she can see his orders are carried out in person. Virtually all military books on tactics talk about the vital need to maintain reserves because battles are not totally predictable and adjustments such as taking action against weakened section of the front.
you should move ASAP. An excellent general discussion of urban tactics can be found in March 2002 edition of Lock and Load http://www. If the point comes under attack. Beginners in particular tend to only look in the direction they are expecting the enemy to be so a small group working around their side or rear can often surprise the attackers. Adequate levels of dispersement as discussed in earlier Lock and Load editions should be kept in mind. A patrol formation can also be appropriate when moving into assault position. Even when performing a base defence it can make a lot of sense to have small very stealthy patrol working around the enemy.lasertag.au/0201lockandload.com/0201lockandload. A patrol formation works well when the soldier to space ratio is low and location of some or the entire enemy is un-known or where you have to "sneak" past the enemy. still this means only one soldier is killed not the whole squad and the enemy have given their position away to the rest of the squad who can then engage or retreat as appropriate. In the heavy bush battle-field we tend to work around 50 meters whereas in more open terrain. The sweeper’s job is to warn the squad if there is any enemy following them or have moved behind them. The principle is that it’s much harder for the enemy to spot one person than a whole squad so the point man has a greater chance of spotting the enemy sniper or ambush first than if the whole squad had moved up. more like 200 meters. The most important position in the squad is the point person (scout). Also be dispersing somewhat the enemy can be fired at quickly from multiple directions which is important in laser skirmish because most cover provides protection from only a single direction.laserskirmish. hear whistles. low voices.com. the rest of the squad typically should fan out left and right and quickly move forward to engage the enemy. but still highly recommended. In all these scenarios. The Patrol formation is an absolute must when hunting for snipers in the sniper mission. you should never be located where the enemy expects you to be and if you know you have been spotted.laserskirmish.com. large enough to do serious damage to any opposition. The patrol however also maintains a significant local concentration of force which means it has the firepower that can be quickly employed to counter enemy forces. it is quite probable the enemy will get the first round of fire off first and typically from an advantageous position.http://www. This can be particularly useful when you’ve got more than one squad out in the field and one or the other requires support. The point moves well ahead of the main body of troops anything from 30-40 meters to 200 meters depending on the situation. this can really disorient the attackers who are expecting all the defenders to be around the base.pdf THE PATROL For all laser skirmish players we highly recommend reviewing the previous editions of Lock and Load battle tactics to gain vital in-sights on how to fight and win at laser skirmish. Even so. Way too many players bunch up and are slaughtered by a numerically inferior force for this reason. A sweeper is also useful position in a patrol. and flexible enough that the players can swap between roles as their direction or intent changes. This is because the enemy may well have placed snipers well forward of their positions and in fact may have laid a forward ambush or even placed their own patrols as a type of forward defence. The sweeper stays behind the main group ensuring that there is no threat from the rear. You can see each other and hand signals.au/0203lockandload. The point man can then return to the main group and report the enemy presence to the squad leader. as its small enough to go undetected. so the sweeper is not quite as vital as the point. over a large area. A good space ratio to maintain in a patrol squad is the line of sight. but for laser skirmish some thing very basic is all that is required. A patrol of only six to ten people (for example) can be very successful. anything else is plain suicide! So what is a patrol formation and how does it help? Well there are few different patrol formations that one can choose. You can download them from http://www. .pdf . There is also a general principle than whenever possible.pdf and http://www. Most encounters happen in the direction the squad is moving. but can-not be hit with one shot from the enemy.pdf This edition we are covering the application and execution of patrols. the point is often spotted first by the enemy and therefore comes under effective fire.com/0203lockandload.lasertag. Quite often in laser skirmish a patrol formation is the most appropriate although under utilized option available to a squad. The squad leader typically is near the front of the main body of troops.
No respawns are available to either team typically. A hybrid tactic is to have a wide formation that probes forward looking for the areas of enemy strength and weakness navigating the VIP through the safest path found.pdf Usually the VIP is placed 2nd or 3rd last in the formation. If enemy are reported by the point or other member of the squad. The classic tactic is for the escort team to form a patrol formation. The goal for the escort team is the get the VIP from one end of the field to the other without the VIP dying. the leader may well choose to perform a leader’s recon before committing the squad to an attack. The tail end soldier must take care as well.lasertag. page 2. This tactic has the advantage of allowing the escorting team to concentrate on finding and destroying the enemy without being constrained by having to protect the VIP. The risk with a patrol formation is that the point may miss the enemy lying in ambush. The patrol formation and use was discussed in length in August 2002 Lock and Load. the escorting Guards 6 hit points and the enemy ambush force have 4 hit points.com. For example the first soldier could be looking left and second looking right and the third looking up (watching out for snipers in the trees). The first is if the ambushes realise what the escort team are up to.au/0208lockandload. a careful well coordinated team can make sure all enemy snipers are detected and then . Also there is chance with the patrol formation that a flanking sniper can pick off the VIP because the patrol formation tends to be quite linear. The ambush team deploys in the other 80% of the battlefield and lay waiting in ambush. because the ambush team may well let the patrol pass them by and then attack from the rear. the point (scout) person and the "tail end charlie" having the most important roles. allowing the enemy to take down the VIP in a hail of fire. Typically the VIP has 2 hit points. This mission works well for bucks parties (the buck is the VIP) and for corporate groups where the boss is the VIP usually. they have a few basic tactical options that have all worked in practice when well executed or against poorly coordinated enemy forces. By having forces that span the field. Usually one soldier stays with the VIP all the way as a guide and as the last ditch defence. especially if they are smart and hold their fire. the VIP has 3 hit points. The advantage of the patrol formation is that all the escort team is defending the VIP for the entire journey which often means there is adequate concentrated firepower to deal with any ambushes found along the way. The second risk is that the search and destroy force may be badly mauled by the ambush force to a point they are no longer an effective fighting force or able to communicate what is happening to the VIP party. If the force (including the point man) come under enemy fire the squad leader must issue immediate and appropriate orders and to do this must be positioned within sight and hearing range of the majority of the troops under command.The leader has to be positioned to get the best possible view of his/her own troop positions and that of the enemy. see http://www. it essentially becomes a classic search and destroy mission. There are two major risks associated with this plan. The soldiers in the main body of troops should be clearly told where they should be looking in relation to themselves.VIP Escort The VIP escort is the classic exfiltration mission that is run at many laser skirmish fields around the world for both corporate groups and regular sessions. Tactics . If the battlefield has dense cover the VIP typically gets 2 hit points and in more open battlefields especially urban environments. both must be careful and alert. The VIP wears usually a white or red hat so that he or she is very obvious. For the escorting team. This is much better than having your squad spread out so much that they can't assist each other (or any other squad) effectively or even be properly led by the squad leader. The next option is to hide the VIP with perhaps 1 or 2 guards usually fairly close to the deployment zone and send the main body of troops forward to find and eliminate most if not all the enemy forces before moving the VIP forward. For those clans looking to be truly successful we recommend that specific immediate action drills be trained in order to counter threats from different directions and types. Ideally the VIP party and the leader of the search and destroy section will both have radios because communication can easily break down. It is quite possible that the point and/or sweeper have not spotted the enemy before the main squad comes under fire. and infiltrate through their lines to find and destroy the poorly defended VIP.
the enemy’s likely tactics and the skill of the forces under his/her control. The basic idea is to be position to maximise the amount of fire. there is considerable danger the attackers (escorts) will overrun the defenders (ambush). each squad member needs to work as much as possible towards the team plan laid down by the force commander. take the time to ensure it is in fact the enemy you are firing at. For the ambush team there are also some options available. On a individual level. fire team or squad leaders should be given the orders directly and clearly. smart leader that has the respect of those under his/her command is vital for winning consistently. placing well hidden snipers covering the different approaches. this can be remarkably hard to achieve if leadership is lacking or the soldiers lack discipline under fire. If you know where the enemy is. lighting. line abreast is simple to execute and control and can be very effective. preferably from different angles upon the enemy while minimising the risk of shooting ones own allies. If enemy escorts do not make any mistakes. Of course in battle. there is no right way or wrong way to approach the VIP escort mission. The force commander must consider the terrain. long range sniping is definitely an option. It is vital that formation remains in a line across the field to prevent gaps forming. The key for the sniper to remain undetected yet be positioned so as to have a good view of the battlefield. A strong. Despite the flank attack weaknesses. In summary. the likely composition and location of the enemy forces and the assets available in terms of weapons and forces. then you’re facing an uphill battle. It is also important to ensure that one only fires at the enemy. remember the area of effect of a machine gun is narrow but long. fortune often favours the brave! Leadership Winning at laser skirmish requires a lot of different skills. The most important of these is leadership. Most battlefields have plenty of good sniper hiding points with good fire lanes. so a machine gun shooting down a line can be devastating (a point that should also be remembered when moving along trails). The major problem is with maintaining formation in rugged terrain or when the force comes under enemy fire. A bold tactic that can be employed by experienced forces is to maintain most or all of your force in a mobile formation that tries to outflank the enemy and if the VIP is not with the main enemy party to actively search for the VIP. Home | Shop | Groups | Rules | Disclaimer Copyright © 1999-2003 Scapequest. the simplest and very effective is a line formation. Orders should be issued to each squad member clearly (use their name so they know its them being spoken to. If the team excel at base defence. The leader when planning and executing the mission has to consider factors such as the objective/s. To some extend the ambush team is looking for mistakes from the VIP escort team. However because the attackers have 6 hit points versus the defenders 4 hit points. Too many inexperienced people shoot their team mates. the ambush team could position themselves entrenched around the VIP destination point. All Rights Reserved ABN: 71 091 235 22 . This tactic works best on relatively narrow fields or with large formations involved because it is vital the ambushes do not slip through the net. Having everyone in an appropriate formation for the manoeuvre being attempted can make a huge difference. an alert escort team can destroy your team in detail. For the VIP escort team the most conservative approach is the patrol and for the ambush team. The classic plan is to deploy throughout the battlefield well hidden snipers and lie in wait for the perfect shot on the VIP. The last thing you want is someone on your team firing a Morita through your ranks. More advanced formations require training. Given that the Morita and Pulse Rifles will make accurate hits at long range. not your allies. The problem with a line formation is that it is very vulnerable to flanking fire. The risk for the snipers is that because they are so spread out.evaded or destroyed before they can attack the VIP. doing un-aimed or careless fire. defenders have the advantage plus at night tight control is required of ones forces to minimise friendly fire. it does happen and the results are horrible. something like "three of you go over there" is a very poor command and always causes confusion) or in the case of larger forces. This strategy is recommended for night missions because at night.
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